Everything You Need to Know About Mafic Items in D&D 5e

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In the world of Dungeons and Dragons 5e, adventurers often come across a wide variety of items during their quests. While many of these items are powerful and magical, there are also a number of random and less notable items that can be found in the game. These items are often referred to as "random mafic items" and can add a touch of whimsy and unpredictability to a campaign. One example of a random mafic item is the "Bag of Beans." This enchanted bag contains a number of magical beans that, when planted, can have a variety of effects. These effects can range from summoning a friendly creature to creating a wall of fire.


Roll a d20. on a 20 this item sheds light 20 feet outwards. This light can be turned off but can not be dimmed.

If you did not roll Charges, the item is limited to 1 charge, regained at long rests unless otherwise stated If you did roll charge, here is how many charges the item has. Rank Usage Time I Bonus Action II Bonus Action or as Extra Attack III Bonus Action or Reaction IV Bonus Action or Reaction or Extra Attack V Free Action.

Random mafic items 5e

These effects can range from summoning a friendly creature to creating a wall of fire. The Bag of Beans is a fun and unpredictable item that can lead to unexpected outcomes and interesting game mechanics. Another random mafic item is the "Decanter of Endless Water.

Random Magic Item Generation (5e Variant Rule)

This variant rule allows for randomly generated magic items to be found in place of regular ones.

Each tier of magic item (common, uncommon, etc.) is assigned an amount of allowed properties of differing potencies. These potencies are organized into ranks going from I-V. There are also effects that do not count towards this limit called bonus effects. Bonus effects are far from guaranteed on every item however. The amount of properties and ranks each rarity can get is not concrete and can be adjusted to better fit any campaign. If you end up with a magic item with no properties that give it effects, I.E. Range, Area of Effect, and Charges or it gives properties a stored spell already has. Reroll the highest ranked property or the useless property until the item has effects.

Rarity Properties
Common 2 Rank I, 1 Rank II
Uncommon 2 Rank I, 1 Rank III
Rare 2 Rank II, 1 Rank III
Very Rare 2 Rank II, 1 Rank IV
Legendary 2 Rank II, 1 Rank V
Artifact 2 Rank III, 1 Rank V

For each property roll a D10 on the chart below, rerolling duplicate numbers.

D10 Property
1 Damage
2 Heal
3 Status
4 Area of Effect
5 Charges
6 DC/Attack Bonus
7 Stored Spell
8 AC Bonus
9 Range
10 Usage time

If you did not roll damage, the item does no damage. If you did roll damage, here is how much damage the item does. The damage is to hit, unless a status effect or AOE is applied. If the status effect is applied, so is the damage. The damage has a Dex saving throw on AOEs without statuses.

Rank Damage
I 3d4
II 2d10
III 3d8
IV 4d10
V 5d10
D6 Damage Type
1 Poison
2 Cold
3 Fire
4 Lightning
5 Thunder
6 Force

If you did not roll heal, the item does no healing. If you did roll heal, here is how much healing the item does.

Rank Amount Healed
I 3d6
II 2d12
III 3d10
IV 4d12
V 5d12

If you did not roll status, the item applies no statuses. If you did roll status, here is what status the item applies.

Rank Status
I Prone (Dex Save)
II Poisoned (Con Save)
III Stunned (Con Save)
IV Paralyzed (Con Save)
V Petrified (Con Save)

If you did not roll AOE, the item's uses do not have AOE. If you did roll AOE, here is what the item's AOE is.

Rank AOE
I 10 by 10 Foot Cube
II 15 by 15 Foot Cube
III 20 by 20 Foot Cube
IV 30 by 30 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.)
V 50 by 50 Foot Cube (Uses can also discriminate between targets in area, allowing allies not to be hit.)

If you did not roll Charges, the item is limited to 1 charge, regained at long rests unless otherwise stated If you did roll charge, here is how many charges the item has.

Rank Charges
I 2 Charges (2 Regained on long rest)
II 2 Charges (2 Regained on long rest)
III 4 Charges (2 Regained on long rest)
IV 5 Charges (3 Regained on long rest)
V 10 Charges (4 Regained on long rest)

If you did not roll DC/Attack Bonus, the item has an attack bonus of +0 and a DC of 12 If you did roll DC/Attack Bonus, here is the DC/Attack Bonus.

Rank DC/Attack Bonus
I DC 14/+2
II DC 16/+4
III DC 17/+5
IV DC 19/+7
V DC 21/+9

If you did not roll stored spell, the item has no stored spell If you did roll stored spell, here are the levels of possible stored spells.

Rank Spell Level
I Levels 1 or 2
II Levels 3 or 4
III Levels 5 or 6
IV Levels 7 or 8
V Level 9

If you did not roll AC bonus, the item has no AC bonus If you did roll AC bonus, here are the possible bonuses when wielding this item.

Rank AC Bonus
I +1
II +2
III +3
IV +4
V +4 (Add half proficiency on saving throws that don't already have proficiencies.

If you did not roll range the item has a range of touch which cannot be extended through familiars and other things similar to that. If you did roll range, these are the possible ranges of the item.

Rank Range
I 15 ft
II 25 ft
III 45 ft
IV 90 ft
V 150 ft

If you did not roll usage time, the item has a usage time of 1 action. If you did roll usage time, here are the possible times.

Rank Usage Time
I Bonus Action
II Bonus Action or as Extra Attack
III Bonus Action or Reaction
IV Bonus Action or Reaction or Extra Attack
V Free Action

Roll a d20. on a 20, the item will now roll a d20 upon use. On a 1, the wild surge table will be rolled on.

Roll a d20. on a 20, this item will now break if all of its charges are used. The item can no longer regain charges from rests. One of the items properties is now 1 rank higher.

Roll a d20. On a 20, this item will be cursed. The curse makes it so that when this item is attuned to, it cannot be removed from the person it is attuned to no matter what. It can not be unattuned to.

Roll a d20. on a 20 this item is now fully sentient and can communicate vocally.

Roll a d20. on a 20 this item is cursed. The curse binds it to the ethereal plane, meaning that when the person attuned to it is knocked unconscious or killed, the item will be transported to the ethereal plane.

Roll a d20. on a 20 this item sheds light 20 feet outwards. This light can be turned off but can not be dimmed.

Roll a d20. on a 20 this item is well known is both feared and envied by friends and foes.

Roll a d20. on a 20 this item is cursed. It will ensue short term madness on the user after use.

Random mafic items 5e

" This item appears as a seemingly ordinary water container, but it has the ability to produce water indefinitely. It can create a gentle stream of water or a powerful geyser, depending on how it is used. This item can be useful in a variety of situations, from quenching thirst to solving puzzles or even creating a makeshift moat. The "Cloak of Billowing" is yet another example of a random mafic item. This simple-looking cloak has the ability to billow dramatically, even when there is no wind present. While this item may not have any significant gameplay effects, it can add flair and style to a character's appearance and make them stand out in a crowd. These are just a few examples of the many random mafic items that can be found in Dungeons and Dragons 5e. These items may not be as powerful or game-changing as some of the more well-known magical artifacts, but they add an element of fun and excitement to the game. Whether it's summoning creatures, creating water, or simply looking fashionable, these items can provide memorable moments and unexpected twists in a campaign..

Reviews for "Bringing the Magic: Random Mafic Items for Your 5e Adventure"

1. John123 - 1 star - "I was really disappointed with the Random magic items 5e. The items were completely unbalanced and made the game feel unfair. Some of the items were extremely overpowered, while others were completely useless. It just didn't feel like the items were well thought out or playtested. I would not recommend using this supplement if you're looking for a balanced and enjoyable gaming experience."
2. Katie567 - 2 stars - "I had high hopes for the Random magic items 5e, but unfortunately, it didn't meet my expectations. The items felt uninspired and lacked creativity. It seemed like the authors just threw together a random assortment of abilities without any real thought behind them. Additionally, the descriptions of the items were often unclear or confusing, making it difficult to understand how they were supposed to be used. Overall, I found this supplement to be underwhelming and would suggest looking for better options."
3. RPGEnthusiast - 2 stars - "I found the Random magic items 5e to be inconsistent and poorly designed. Some of the items were interesting and added a level of unpredictability to the game, but most of them felt out of place and didn't fit well within the existing rules and mechanics of Dungeons & Dragons. It felt like the authors were trying too hard to be unique and ended up sacrificing balance and coherence. I would recommend sticking to the official resources for magic items, as this supplement can disrupt the overall flow of the game."

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